View Full Forums : Questions on spells to load for raids


usatmem1
07-21-2002, 06:16 PM
Ok, ok... pretty broad subject but, in general, there are some spells you load just for grouping / raids and some you load while soloing.

For me, I tend to load up the following for raids / group events...

1) Succor (the fit hit the shan -- evac)
2) Healing (Chloroblast at my level)
3) Group Regen (Regrowth of Grove)
4) dmg shield -or- cure poison/disease -or- resists (on rotation)
5) Root (Engorging Root)
6) Fire DD -or- Fury of Air -or- Cold DD -or- Cold Rain (blizzard)
7) Swarm DOT (Winged Death)
:cool: Ensnare

I've seen some folks that run different rotations so I figured I'd drop a thread out to share my scheme and see what others are useing -- I'm always up for improving my system :)

Rational for my spells are simple and somewhat lazy. Soloing, I keep certain matching spells in slots (1 = gate / egress, 2 = healing or skin, 3 = buff, 4 = AoE nuke or dd, 5 = Root, 6 = fire DoT, 7 = Magic DoT and 8 = Snare).

1) Succor -- is not used that much but when needed, it's there and I keep it there.

2) Chloroblast is the best and fastest heal spell I have right now so it's handy.

3) Regen stays in a slot usually but I'll rotate it for other buffs as needed... str buff, skin buff, etc... This allows me to refresh it easy enough.

4) this is my General Purpose slot. I'll rotate this one for all sorts of stuff.

5) Like my solo loads, I virtually always keep root loaded. if a nasty add shows up and someone else can't get it out of the way, I'll chain cast snare until it's annoyed with me, pull it to the side and root it out of the way... the poor man's equivelent of mez <grin>

6) This one is is my main DD or fire DOT slot usually. If I'm going against something that gates, etc... I'll load fury of air -- the druids only indoor/outdoor stun spell (funny but handy to shut down a gating critter). Soloing this is usually Ro's Fiery DoT.

7) My main DoT spell slot -- Winged Death -- solo or grouped.

:cool: Ensnare -- or as I like to think of it... my cheapest aggro gain spell... you can chain cast this puppy on almost anything and it'll come after you so you can lock it down out of the fight. It's also extremely handy for end fight against some things; allowing you to snare what's being fought.

In raid situations I'm usually backup healer for group but, in that roll, I'm often free to help out with other tasks as well. More than once I've pulled a critter off a poor enchanter and, whereas I've broken mez with root before the enchanter usually doesn't mind re-mezing a critter that isn't after their blood so... <grin>

Anyhow, please post comments on what you load and why. I've seen a lot of talk about folks loading up the ro's debuff line and link casting them low then high.

borreny
07-22-2002, 11:23 AM
For raids the spells vary depending on if I'm debuffing or not, but normally looks like this:

1) Wildfire
2) Nature's Touch
3) Nature's Recovery (helps to compensate for AE damage if I'm in a caster group during fights like AL)
4) Moonfire
5-7) Depends. Sometimes RFS/RSD. Sometimes PotC. Sometimes Regrowth/Regrowth of the Grove for other groups (I used bp on my group)
:cool: Always Greater Remove Curse. There is not a raid (except for Velious raids like AoW) I don't have this spell memed.

Normally I don't see a point in having Succor up. If the raid is having problems, most raid leaders will be pissed off if you succor your group out. The only raid I ever had Succor up was before we could kill Emperor Ssra, since that's always a Summon Corpse if you wipe to him (and we were told to anyways).

greggo rumbletum
07-22-2002, 12:43 PM
Unless the RL specifically asks you to have succor up or there is an explicit understanding that evac is an option I would never have it up.

Also snare is a bit optional depending on who you are fighting as a lot of the higher-end stuff doesnt run (but of course if you ever miss snaring something you will never hear the end of it :) )

Ligge
07-22-2002, 01:23 PM
1. Natures Touch
2. RSD / Thorns / Evac
3. Natures Recovery
4. Chloroblast
5. Root
6. Wildfire / Winged Death / Breath of Karana
7. Moonfire
8. Ensnare

1, 3, 5, 8 are permanent 24/7 no matter what for any and all occassions.

Oldoaktree
07-22-2002, 04:44 PM
For me on raids is mostly:

1) Buffs / ports / etc (whatever is needed utillity wise I scribe as I need it)
2) CB (ALWAYS in that slot for me)
3) Snare
4) Ro's Smoldering (normally this is where root lives)
5) Winged death...can be swapped out but i am very likely to sneak this on a mob when no one is looking during a big fight
6) Moonfire
7) Wildfire
:cool: NT

Depending on circumstances, I may swap out WD for NR, or RC (don't have GRC yet). I rarely mem NR (really only if I am in a group with a pulling monk, then I will slap it on them as they go out to pull). If it is a HoT farming raid and I am going to be recasting CoS a lot (dead rangers, dead monks, dead MT) I may keep that in the WD spot. That one is used for WD if I can, but otherwise it is something I need to keep using again and again during the raid.

Lylala Raindancer
07-23-2002, 11:20 AM
For raids, I usually have the following:
1) Chloroblast (this slot NEVER changes)
2) Nature's Touch
3) Succor
4) Root (RARELY have anything else in this slot)
5) Ensnare (Rarely have anything else in this slot)
6) Ro's Smouldering Dysjunction
7) Moonfire
:cool: Wildfire

If I dont have a tank in my group to keep alive, and we arent short on healers for the raid, I'll have some random buff instead of NT, like Potg or CoS if needed. Also, if no mages are around and it's a big fight, I'll have my thorn spell in there somewhere :)

I always think it's cool to see what order others keep their mem'd spells in. Main thing on mine that has always been the same is root in 4 and snare in 5, and my preferred heal spell in 1.

Talyena Trueheart
07-23-2002, 12:14 PM
1. Chloroblast (sometimes NR is here for duoing)
2. Nature's Touch
3. Wildfire (normally ensnare)
4. Moonfire (keep main nuke for exp here)
5. Blizzard/NT/thorns/other
6. NT/thorns/other
7. NT/thorns/remove curse/other (normally soe or group sow)
8. Seasons/NT (normally evac/port/gate)

Spells can vary a lot depending on the raid target. Some raids I will have bladecoat up for lack of other spells I need, on other raids I will be swapping spells to use them all.

Za Arain
07-23-2002, 12:34 PM
56 druid:

1. Chloroblast
2. Scoriae/Ice as needed
3. Superior Healing
4. Ro's Smoldering Disjunction / Fiery Sundering
5. Snare (if needed, otherwise misc)
6. Circle of Summer/Winter (if needed, otherwise Winged Death)
7. Circle of Winter/Summer (if needed, otherwise a DS)
8. Buff slot

I explicitly don't load a succor as most raids don't want people succoring and there are better uses for the spell slot. I've also accidently succored in the middle of a raid fight (whoops!). The exception is for the initial break in HoT. If it goes bad succor is a good thing to do since it only takes you a 30 second run away and getting back to camp is a non-issue.


-Gruffydd

Khardan
07-23-2002, 12:59 PM
at "fight time" this is what I'll have memmed for a raid mob

Chloro
Natures Touch
Natures Recovery
RFS
Fixation (maybe remove curse, poison or disease, or rotg)
RFD (winged death if mob is fr)
BoR (maybe Blizard if mob is fr)
Moonfire (Wildfire if mob is cr)

most raid mobs dont run, or are not affected by movement spells so i unmem snare/root for the raid mob

Milwein
07-23-2002, 03:25 PM
1) Chloroblast
2) SoW/SoE even when indoors /shrug. i put crap buffs there too though, such as the low level self-thorn
3) buffz (str, hp, resist, craps, etc)
4) blizzard/frost or another DD
5) WD or a nuke
6) Root - perm
7) Snare - perm
:cool: Scoraie -perm

Riggen
07-23-2002, 11:02 PM
1) Chloroblast
2) Ensnare
3) Engorging Roots
4) Moonfire (or Wildfire where cold isn't practical)
5) Nature's Touch
6) Flex slot.
7) Flex slot.
:cool: Succor, or flex slot where evac isn't an option. This will probably evolve into a more full time flex slot once I get Exodus.

Flex slots vary by circumstance and get on-the-fly buffs, alternate damage types, debuffs, cures, invis, etc. For the sake of consistency I try to keep particular spells tied to particular slots. For example, Nature's Recovery (when I use it) has a home in slot 7.

Little Rhunt
07-25-2002, 06:47 AM
1) Chloroblast
2) Superior Heal
3) Nuke (Wildfire usually)
4) Buff (Seasons/RotG/whatever) swap with WD when buffing done
5) RSD (swap with Sundering sometimes)
6) Snare
7) DS
:cool: Natures Recovery

chenier
07-25-2002, 07:58 AM
1. Wildfire
2. Chloroplast
3. ROTG/Nature's Recovery (no bp - switch'em out as needed)
4. Ice (/sigh.../wtb moonfire)
5. RSD
6. Seasons
7. POTG
8. POTC

Sglanton33
07-26-2002, 01:53 PM
For most raids, such as ToV, I have the following:

1. NR
2. Chloroblast
3. DS(if no mage)/RotG
4. my freebie buff(MoS/GoK/PoTC/etc)
5. Fury of Air(or any stunnable spell)(this one is the only one I see work indoors)
6. RSD
7. Wildfire
8. Moonfire

For outdoor raids (PoF),

1. NR
2. Chloroblast
3. DS/RotG
4. Freebie
5. Breath of Karana(or stunnable spell)
6. Moonfire
7. Root (just in case)
8. Ensnare

Seriena
07-28-2002, 06:38 PM
Depends, but the *always* spells are Chloroblast, Nature's touch, wildfire, RFS. Then I switch out buffs, nature's recovery, etc.

Torinn
07-28-2002, 09:45 PM
I set up my keys in an alt-# fashion, as well as having a hotkey for the healing spells just in case.

1) Chloroblast (hotkey 3) - the quick heal for emergencies or just to save time

2) Nature's Touch (hotkey 4) - for a bigger heal, tank coming in etc.

3) PotC - wizzies love more mana, plus gotta watch out for ninja MGB aego

4) Regrowth - (will be replaced w/ Nature's Touch when I get it) - currently keep it mem'd just to make sure the clerics/mages have it running at all times during the fight

5) Nuke (Moonfire/Wildfire depending on mob resist)

6) Ensnare - its always there /shrug

7) Root - ditto

8.) Egress - CoH anyone?

Baron Torinn al'Matres of guild Schism - Cazic Thule
Hierophant of Tunare

Stormhaven
07-28-2002, 10:07 PM
My 1st and 8th slot are my change slots. Usually something like this:

1 - RotG (or Thorns, whatever)
2 - Nature's Touch
3 - Ensnare
4 - Root
5 - Chloroblast
6 - Moonfire
7 - Nature's Recovery
8 - Remove Curse (or PotC)

Galadhriel
08-05-2002, 10:56 AM
I usually have a variety of the same as everybody else up. I do not have Succor up unless asked to by the Raid Leader.

One spell I started keeping up was Gate. I have a 26.4K connection (old phone lines and no DSL or Cable modem!) and worry about going LD in the middle of a raid and needing to get out in a hurry!
I haven't accidentally gated out of a Planes or other raid yet...

Broomhilda
08-05-2002, 09:09 PM
1. Chloroblast

2. Natures Touch

3. ROTG

4. RFS

5. Nuke

6. BoR/WD/NR/

7. BoR/WD/NR/DS/Root

8. Ensnare


Thats pretty much my setup, long buffs get swapped when needed.

Gilu FreeWind
08-06-2002, 12:41 AM
1. NT
2. Chloroblast
3. NR / RGC
4. RotG / NR
5. Whatever (Just in time mem'ing like Ensnare) / RotG (or Whatever when buff time is off)
6. Ro's Fiery Sundering
7. Ro's Smoldering Disjunction
8. Moonfire or Wildfire

P.S. : about accessibility, i just make some hotkeys
like :
/cast 2
/... (>'-')> Chloroblast %T ! <('-'<)

:p :D

Remi
08-07-2002, 07:02 AM
1. Chloroblast (always)
2. Natures Touch (groups and raids) (soe when solo)
3. Natures Recovery (groups and raids/succor if Exodus not available) (egress when solo)
4. Miscellaneous for switching in various buffs or thorns) (raids) (Root for groups and solo)
5. Nuke
6. Dot
7. Nuke (repulse animal if in the Grey, secondary misc buff if needed to switch)
8. Ensnare (always)

Apocalypse Criterion
10-08-2002, 03:42 AM
well my soloing goes:

1) Healing (superior)
2) Sow
3) Nuke (or if hunting animals fear)
4) Dot (or if hunting animals charm)
5) Gate
6) Spirit of Cheetah
7) Ensnare
:cool: Root
9) Crucible of escape for lesser Succor

For grouping:

1) Healing (Superior)
2) Sow
3) Dot
4) Fixation of Ro (or another dot/interchange)
5) Damage Shield
6) Spirit of Cheetah
7) Ensnare
:cool: Root
9) Crucible of Escape again.

Leysa
10-08-2002, 06:24 AM
For typical(situational) encounters:

1-Chloroblast
2-Nature's Touch
3-Nature's Recovery
4-Tunare's Renewal(Cure P&D/self&junk buffs)
5-RotG/Seasons(DS/Debuffs)
6-Wildfire(Winged Death/Fury of Air)
7-Moonfire
8-Cabbage(RGC)

Lots of heals, but this frees up the cleric in my group to focus on the tank rotation. TR gives me more opportunities to nuke than ever before ;)

Traveling:
1-Chloroblast
2-Moonfire
3-Nature's Recovery
4-Improved Superior Camo
5-Egress
6-Ensnare
7-Port/Root
8-Spirit of Eagle

Soloing(Rotting and quadding):
1-Chloroblast
2-Winged Death
3-Nature's Recovery
4-Improved Superior Camo
5-Egress
6-Ensnare
7-Root
8-Fist of Karana/Breath of Ro

Plus I keep my root necklace and evac staff on me at all times, never know when something will come up when you have a critical spell unmemmed.

Nicholaa Darkling
10-11-2002, 08:16 PM
Groups

1. Root - perma
2. Succor / ports/ evacs
3. Wildfire/ and in a few days Moonfire
4. Rotg/ cos/ improved sup camo/ folage shield
5. thorns/ soe/ sow/ potc
6. ensare- perma
7. Chloroblast - perma
8. TR- perma

for raids I just swap out number 2 for a debuff, and 4 and 5 swap between cures and buffs when needed.

Nicholaa
59 Druid

SuburbanLife
10-11-2002, 10:26 PM
Usually on a raid I have

1 - Tunares Renewal
2 - Chloroblast
3 - RotG/Group DS/PotG
4 - Ro's Smoldering Disjunction (Use for buffs as well)
5 - Wildfire
6 - Blizzard
7 - Winged Death
8 - Ensnare

-Bartleby Windtalker
www.magelo.com/eq_view_pr...num=312452 (http://www.magelo.com/eq_view_profile.html?num=312452)